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CaptainTeddybear

100mm AP

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Short answer. 

 

HE penetrates 17 mm, IFHE penetrates 22 mm and the 100 mm penetrates a lot more than that. At lower tiers DDs are usually 16 mm or less so HE is fine. Mid tiers and up you might see enough plate to stop HE but not IFHE. AP is what you use because you don't have IFHE and HE is shattering.

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On a dd ifhe takes away a lot of your fire starting capabilities but with Demolition Expert you get back 2% of the 3% ifhe takes away.

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100mm AP will bounce on angled DDs, but is 100% effective on broadside DDs

100mm HE will penetrate <T7 DD armor, but not >T8 DD hull armor. only superstructure can be penetrated on >T8 DD

100mm IFHE wil penetrate >T8 DD hull armor

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Thanks, very useful information.

 

So IFHE is pretty much mandatory for Harekaze if you use the 100mm guns. That ship needs a 25 point captain  :(

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45 minutes ago, CaptainTeddybear said:

Thanks, very useful information.

 

So IFHE is pretty much mandatory for Harekaze if you use the 100mm guns. That ship needs a 25 point captain  :(

some other people just use demonlistion expert on those gun.

they give up alpha damage and gamble on the fire chance.

I personally don't recommand this, but I guess it works for some players.

 

btw, I agree even a 19 pt captain is not enough for Harekaze. it doesn't matter how you spend your 19 pts, theres is something your feel seriously lacking.

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6 hours ago, SkyRail said:

some other people just use demonlistion expert on those gun.

they give up alpha damage and gamble on the fire chance.

I personally don't recommand this, but I guess it works for some players.

 

btw, I agree even a 19 pt captain is not enough for Harekaze. it doesn't matter how you spend your 19 pts, theres is something your feel seriously lacking.

I think this ship is substantially under tuned.  It is essentially tuned to be a stock tier 8.  I thought premiums were suppose to be equal or slightly less powerful than a fully upgraded ship. There is a gigantic difference between stock and fully upgraded and Japanese DDs aren't exactly in a great place right now to begin with. I still like it but upsetting that a tier 8 is tuned to the level of a tier 5 Kamikaze.

Edited by CaptainTeddybear

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8 hours ago, MrDeaf said:

100mm AP will bounce on angled DDs, but is 100% effective on broadside DDs

100mm HE will penetrate <T7 DD armor, but not >T8 DD hull armor. only superstructure can be penetrated on >T8 DD

100mm IFHE wil penetrate >T8 DD hull armor

But not Khab's magical weightless 50mm armor, right?

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20 hours ago, chewonit said:

But not Khab's magical weightless 50mm armor, right?

 

These 50mm pen works well with AP if he shows a perfect broadside .

 

It's most of the time annoying, but 6-8 full AP pen every 3 sec quickly become dangerous if you can catch this broadside

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On ‎8‎/‎15‎/‎2017 at 0:03 AM, SkyRail said:

I agree even a 19 pt captain is not enough for Harekaze. it doesn't matter how you spend your 19 pts, theres is something your feel seriously lacking.

change your guns, change the skills your captain needs. she works best with the USN 127's.

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9 hours ago, Umikami said:

change your guns, change the skills your captain needs. she works best with the USN 127's.

nah....it doesn't matter which gun you choose.

its super hard to get a balance build for this ship. now i give up torp reload and gun range for the 100mm to work.

12.7 US guns are seriously undergun for my taste

....and choosing IJN 12.7 is even more stupid...If I want to use those guns, i might as well use Kagero instead. Kagero with those guns is simply superior in every single way than Harekaze with IJN 12.7

 

that being said, I do curious what skills do you pick for harekaze with USN 12.7 gun.

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I had harekaze out after the long long long RU-DD grind.  I run a full AA build, so I have no room for IFHE.  AP effectiveness of such small guns at this tier hadn't much occurred to me til i read this thread...  

 

Game 1: Fiji appeared out of nowhere at 6km.  I started soiling myself and grabbed my 100mm AP to try to do some damage before getting obliterated.  6 volleys later the fiji was wasted having only shot 2 volleys at me, missing 1 completely. 

Game 2: Full health ognevoi appears at 5.8km.  I ready the guns on AP since it worked so well on fiji, he turns broadside and the 100mmAP volleys 2500, 3200, 2700, etc etc unbelievable damage.  Afterwards the guy just posts "wth".  lolz.  

Game 3:  Getting chased down by a gearing,and that sick feeling where I may as well disconnect because its over.  I layed out a staggered wide torp spread, and started pelting his broadside with AP, which works amazingly well.  He had a choice, take the AP and avoid the torps, or take the torps and avoid the AP.  Doing both was just fine too.  

 

3 games I thought I was going to buy it, and I not only got the kill but came out alive.  I was also getting decent damage on iowa superstructures.  Oh AP, where have you been all my life?  100mm AP...  i am a believer now!  

Edited by AnimaL21

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5 hours ago, SkyRail said:

I do curious what skills do you pick for harekaze with USN 12.7 gun.

At level 1 I would use Preventative Maintenance; I know Incoming Fire Alert and/or Priority Target are both popular, but I find PM has worked best for me in the past.

At level 2 I would go with Last Stand (first) and Expert Marksman. In my most humble opinion Last Stand is an absolute must for any DD, and EM is extremely useful if/when you are spotted, albeit that hopefully happens never.

At level 3 I prefer Demolition Expert and Superintendent, the order depending on the aggressiveness of your playstyle. A more aggressive Captain (because all DD captains are somewhat aggressive) will choose DE first. And though these are my choices, there are a lot of useful choices at level 3, including Survivability Expert, Torpedo Arming Expertise, Basic Firing Training, and Vigilance.

At level 4 I picked Concealment Expert (first) and Advanced Firing Training, not for the added range of the main guns, though that is helpful at times the 127's suffer just like all USN guns do from horrible gun arcs, but for the added AA range which at this tier, with all the new premium CV's, will be needed.

I know this is a somewhat "generic" DD build, but although she is a hybrid Harekaze will play much like an IJN DD, relying on her guns to get her out of trouble. With CE her detection comes down to the 6.2/6.1 range; while not enviable it is certainly playable, especially with IJN 10K torps. Her guns will rotate quickly to engage any targets that penetrate her stealth envelope and smoke will allow her to escape most such situations. All in all this would be a very competitive build, supporting both guns, torps, and AA survivability. 

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20 minutes ago, Umikami said:

With CE her detection comes down to the 6.2/6.1 range; 

Am I missing something?  Is the detection higher with the USN guns?   Mine is 5.4 with CE... ?  

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6 minutes ago, AnimaL21 said:

Am I missing something?  Is the detection higher with the USN guns?   Mine is 5.4 with CE... ?  

I got that stat from the WoW wiki page which gave her a base detection range of 6.8, and took off 10% for CE and another 1 for camo.

A 5.4 detection range would make her much more survivable.  

The range quoted in the wiki was for the 1-4 hull, perhaps detection range does change with different hulls.

Never mind, figured it out, she gets a slot 6 upgrade, (didn't think she got that, LOL!) and that concealment boost would give her the 5.4 detection range you quoted. Really doesn't change much for me other than, like I said, it makes her even more survivable.

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Just now, Umikami said:

I got that stat from the WoW wiki page which gave her a base detection range of 6.8, and took off 10% for CE and another 1 for camo.

A 5.4 detection range would make her much more survivable.  

The range quoted in the wiki was for the 1-4 hull, perhaps detection range does change with different hulls.

You probably forgot she has access to the T8 concealment module also, to bring that down to 5.4.  

 

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